view pytouhou/games/eosd/interface.py @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents 244c99c568c8
children d1f0bb0b7a17
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2014 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published
## by the Free Software Foundation; version 3 only.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
## GNU General Public License for more details.
##

from pytouhou.game.effect import Effect
from pytouhou.game.text import Text, Counter, Gauge, NativeText


class Interface(object):
    width = 640
    height = 480
    game_pos = (32, 16)

    def __init__(self, resource_loader, player_state):
        self.game = None
        self.player_state = player_state
        front = resource_loader.get_single_anm('front.anm')
        self.ascii_anm = resource_loader.get_single_anm('ascii.anm')

        self.highscore = 1000000 #TODO: read score.dat
        self.items = ([Effect((0, 32 * i), 6, front) for i in range(15)] +
                      [Effect((416 + 32 * i, 32 * j), 6, front) for i in range(7) for j in range(15)] +
                      [Effect((32 + 32 * i, 0), 7, front) for i in range(12)] +
                      [Effect((32 + 32 * i, 464), 8, front) for i in range(12)] +
                      [Effect((0, 0), i, front) for i in reversed(range(6))] +
                      [Effect((0, 0), i, front) for i in range(9, 16)])
        for item in self.items:
            item.sprite.allow_dest_offset = True #XXX

        self.level_start = []

        self.labels = {
            'highscore': Text((500, 58), self.ascii_anm, front, text=b'0'),
            'score': Text((500, 82), self.ascii_anm, front, text=b'0'),
            'player': Counter((500, 122), front, front, script=16, value=0),
            'bombs': Counter((500, 146), front, front, script=17, value=0),
            'power': Text((500, 186), self.ascii_anm, front, text=b'0'),
            'graze': Text((500, 206), self.ascii_anm, front, text=b'0'),
            'points': Text((500, 226), self.ascii_anm, front, text=b'0'),
            'framerate': Text((512, 464), self.ascii_anm, front),
            'debug?': Text((0, 464), self.ascii_anm, front),

            # Only when there is a boss.
            'boss_lives': Text((80, 16), self.ascii_anm),
            'timeout': Text((384, 16), self.ascii_anm),
        }
        self.labels['boss_lives'].set_color('yellow')

        self.boss_items = [
            Effect((0, 0), 19, front), # Enemy
            Gauge((100, 24), front), # Gauge
            Gauge((100, 24), front), # Spellcard gauge
        ]
        for item in self.boss_items:
            item.sprite.allow_dest_offset = True #XXX


    def start_stage(self, game, stage):
        self.game = game
        if stage < 6:
            text = ('STAGE %d' % stage).encode()
        elif stage == 6:
            text = b'FINAL STAGE'
        elif stage == 7:
            text = b'EXTRA STAGE'

        self.stage_name = NativeText((192, 200), game.std.name, shadow=True, align='center')
        self.stage_name.set_timeout(240, effect='fadeout', duration=60, start=120)

        self.set_song_name(game.std.bgms[0][0])

        self.level_start = [Text((16+384/2, 200), self.ascii_anm, text=text, align='center')] #TODO: find the exact location.
        self.level_start[0].set_timeout(240, effect='fadeout', duration=60, start=120)
        self.level_start[0].set_color('yellow')


    def set_song_name(self, name):
        #TODO: use the correct animation.
        self.song_name = NativeText((384, 432), '♪ ' + name, shadow=True, align='right')
        self.song_name.set_timeout(240, effect='fadeout', duration=60, start=120)


    def set_boss_life(self):
        if not self.game.boss:
            return
        self.boss_items[1].maximum = self.game.boss.life or 1
        self.boss_items[2].maximum = self.game.boss.life or 1


    def set_spell_life(self):
        self.boss_items[2].set_value(self.game.boss.low_life_trigger if self.game.boss else 0)


    def update(self):
        for elem in self.items:
            elem.update()

        for elem in self.level_start:
            elem.update()
            if elem.removed: #XXX
                self.level_start = []

        player_state = self.player_state

        self.highscore = max(self.highscore, player_state.effective_score)
        self.labels['highscore'].set_text('%09d' % self.highscore)
        self.labels['score'].set_text('%09d' % player_state.effective_score)
        self.labels['power'].set_text('%d' % player_state.power)
        self.labels['graze'].set_text('%d' % player_state.graze)
        self.labels['points'].set_text('%d' % player_state.points)
        self.labels['player'].set_value(player_state.lives)
        self.labels['bombs'].set_value(player_state.bombs)

        if self.game.boss:
            boss = self.game.boss

            life_gauge = self.boss_items[1]
            life_gauge.set_value(boss.life)

            spell_gauge = self.boss_items[2]
            spell_gauge.sprite.color = (255, 192, 192)
            if boss.life < spell_gauge.value:
                spell_gauge.set_value(boss.life)

            for item in self.boss_items:
                item.update()

            self.labels['boss_lives'].set_text('%d' % boss.remaining_lives)
            self.labels['boss_lives'].changed = True

            timeout = min((boss.timeout - boss.frame) // 60, 99)
            timeout_label = self.labels['timeout']
            if timeout >= 20:
                timeout_label.set_color('blue')
            elif timeout >= 10:
                timeout_label.set_color('darkblue')
            else:
                if timeout >= 5:
                    timeout_label.set_color('purple')
                else:
                    timeout_label.set_color('red')
                if (boss.timeout - boss.frame) % 60 == 0 and boss.timeout != 0:
                    self.game.sfx_player.set_volume('timeout.wav', 1.)
                    self.game.sfx_player.play('timeout.wav')
            timeout_label.set_text('%02d' % (timeout if timeout >= 0 else 0))
            timeout_label.changed = True